Faction play 1: typed doctrine on Faction and one flight per faction per zone
FactionDoctrine/RoleDoctrine (Faction key 17), Flight as the only writer of members' Target and Task, hail/grace/compliance, FollowTask/FollowState, agent removal on Entities removal, doctrine-catalog command, FlightTests. Not yet built or run; verification follows in later commits. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
4d664b537f
commit
8f42265de3
24 changed files with 812 additions and 42 deletions
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@ -23,11 +23,14 @@ public class Agent
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public Ship Ship { get; }
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public ItemManager ItemManager { get; }
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public GameplaySettings Settings { get; }
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// How this pilot fights: its faction's doctrine for its role (Zone.CreateAgent resolves it).
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public RoleDoctrine Doctrine { get; }
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public float TopSpeed => _velocityLimit?.Limit ?? 100;
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public Agent(Ship ship)
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public Agent(Ship ship, RoleDoctrine doctrine)
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{
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Ship = ship;
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Doctrine = doctrine;
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ItemManager = Ship.ItemManager;
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Settings = Ship.ItemManager.GameplaySettings;
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178
Assets/Scripts/ServerShared/Agents/Flight.cs
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178
Assets/Scripts/ServerShared/Agents/Flight.cs
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@ -0,0 +1,178 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using CultMath;
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using static CultMath.math;
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// One flight per (zone, faction) of piloted ships; unaffiliated ships form one flight of their own. The flight alone
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// decides what its members do: which hostile each engages (Ship.Target) and what each does otherwise (Agent.Task).
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// The agent graph executes those two and decides nothing. The faction's doctrine (FactionDoctrine) holds the numbers.
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//
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// The picture is the union of the members' VisibleEnemies. A track passes through phases the flight owns, runtime only:
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// None, Hailing (grace running, one hail spoken), Complied (slow enough at the grace's end: followed, not engaged) and
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// Engaged. A member still fires only at what its own VisibleEntities hold (FireControl), so the shared picture never
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// lets it fire at what it cannot see.
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public class Flight
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{
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public enum Phase { None, Hailing, Complied, Engaged }
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private class Track
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{
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public Phase Phase;
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public double Start;
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}
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private class Member
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{
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public Agent Agent;
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public PatrolOrbitsTask Patrol;
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}
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private readonly FactionDoctrine _doctrine;
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private readonly GameplaySettings _settings;
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private readonly List<Member> _members = new List<Member>();
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private readonly Dictionary<Entity, Track> _tracks = new Dictionary<Entity, Track>();
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private double _time;
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// No doctrine fights as FactionDoctrine.Default; a doctrine that leaves a role unauthored gets that role's default.
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public Flight(FactionDoctrine doctrine, GameplaySettings settings)
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{
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var fallback = FactionDoctrine.Default(settings);
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_doctrine = doctrine ?? fallback;
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_settings = settings;
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Combatant = _doctrine.Combatant ?? fallback.Combatant;
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}
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public RoleDoctrine Combatant { get; }
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public int Count => _members.Count;
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public bool Contains(Agent agent) => _members.Any(m => m.Agent == agent);
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public Phase PhaseOf(Entity track) => _tracks.TryGetValue(track, out var t) ? t.Phase : Phase.None;
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public void Join(Agent agent, PatrolOrbitsTask circuit)
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{
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_members.Add(new Member { Agent = agent, Patrol = circuit });
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agent.Task = circuit;
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}
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public void Leave(Agent agent) => _members.RemoveAll(m => m.Agent == agent);
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public void Update(float dt)
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{
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_time += dt;
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var picture = _members.SelectMany(m => m.Agent.Ship.VisibleEnemies).Distinct().ToList();
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foreach (var gone in _tracks.Keys.Where(t => !picture.Contains(t)).ToList()) _tracks.Remove(gone);
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foreach (var entity in picture)
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{
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if (!_tracks.TryGetValue(entity, out var track)) _tracks[entity] = track = new Track();
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Advance(entity, track);
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}
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foreach (var member in _members) Order(member, picture);
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}
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// A grudge is a hostile IFF override that any member holds on the track.
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private bool Grudged(Entity entity) => _members.Any(m => m.Agent.Ship.IffOverride(entity) == true);
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private bool Engageable(Entity entity, bool grudge)
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{
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switch (_doctrine.EngageOn)
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{
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case EngageOn.Never: return false;
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case EngageOn.Detection: return true;
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case EngageOn.Identified:
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return grudge || _members.Any(m => m.Agent.Ship.EntityInfoGathered.TryGetValue(entity, out var info) &&
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info >= _settings.TargetGearInfoThreshold);
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case EngageOn.Provoked: return grudge;
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case EngageOn.Trespass: return grudge || !(entity.PresencePermitted?.Value ?? true);
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default: return false;
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}
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}
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private void Advance(Entity entity, Track track)
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{
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if (track.Phase == Phase.Engaged) return;
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var grudge = Grudged(entity);
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if (!Engageable(entity, grudge))
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{
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track.Phase = Phase.None;
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return;
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}
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// A grudge is already a quarrel: no grace to give.
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if (grudge)
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{
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track.Phase = Phase.Engaged;
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return;
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}
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switch (track.Phase)
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{
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case Phase.None:
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if (_doctrine.Grace > 0)
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{
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track.Phase = Phase.Hailing;
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track.Start = _time;
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if (!string.IsNullOrEmpty(_doctrine.Hail)) Nearest(entity)?.Agent.Ship.SetMessage(_doctrine.Hail);
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}
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else track.Phase = Phase.Engaged;
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break;
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case Phase.Hailing:
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if (_time >= track.Start + _doctrine.Grace)
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track.Phase = _doctrine.ComplySpeed > 0 && length(entity.Velocity) < _doctrine.ComplySpeed
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? Phase.Complied
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: Phase.Engaged;
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break;
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case Phase.Complied:
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if (length(entity.Velocity) >= _doctrine.ComplySpeed) track.Phase = Phase.Engaged;
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break;
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}
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}
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private Member Nearest(Entity entity) =>
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_members.OrderBy(m => lengthsq(m.Agent.Ship.Position.xz - entity.Position.xz)).FirstOrDefault();
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private void Order(Member member, List<Entity> picture)
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{
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var ship = member.Agent.Ship;
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var seen = ship.VisibleEnemies;
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// Engage: keep the current target while it stays engaged, else the nearest engaged track this member can see.
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var engaged = picture.Where(e => _tracks[e].Phase == Phase.Engaged && seen.Contains(e)).ToList();
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if (engaged.Count > 0)
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{
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var current = ship.Target.Value.Entity;
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var pick = current != null && engaged.Contains(current)
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? current
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: engaged.OrderBy(e => lengthsq(ship.Position.xz - e.Position.xz)).First();
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Aim(ship, pick);
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return;
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}
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Aim(ship, null);
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var held = picture.Where(e => _tracks[e].Phase == Phase.Hailing || _tracks[e].Phase == Phase.Complied).ToList();
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if (held.Count > 0)
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{
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var anchor = member.Agent.Task is FollowTask follow && held.Contains(follow.Anchor)
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? follow.Anchor
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: held.OrderBy(e => lengthsq(ship.Position.xz - e.Position.xz)).First();
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if (!(member.Agent.Task is FollowTask current) || current.Anchor != anchor)
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member.Agent.Task = new FollowTask { Anchor = anchor, Standoff = Standoff(ship) };
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}
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else if (member.Agent.Task != member.Patrol)
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member.Agent.Task = member.Patrol;
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}
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private static void Aim(Ship ship, Entity target)
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{
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var wanted = target == null ? TargetRef.None : new TargetRef(target);
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if (!ship.Target.Value.Equals(wanted)) ship.SetTarget(wanted);
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}
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private float Standoff(Ship ship)
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{
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if (Combatant.HoldStandoff > 0) return Combatant.HoldStandoff;
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return 1.1f * ship.Weapons.Select(w => w.Range).DefaultIfEmpty(0f).Max();
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}
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}
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2
Assets/Scripts/ServerShared/Agents/Flight.cs.meta
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2
Assets/Scripts/ServerShared/Agents/Flight.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5f6c82a74e5b4bc1b8c79e0d242e3ec2
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@ -1,23 +1,30 @@
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using System.Linq;
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using UniRx;
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// The agent graph for a piloted ship. It executes the Task and Target its flight writes (Flight.cs) and decides
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// neither: patrol and follow follow the Task kind, combat follows the Target.
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public class Minion : Agent
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{
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public Minion(Ship ship) : base(ship)
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public Minion(Ship ship, RoleDoctrine doctrine) : base(ship, doctrine)
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{
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var patrolState = new PatrolOrbitsState(this);
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_rootState.AddTransition(patrolState,
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() => Task is PatrolOrbitsTask,
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() => patrolState.Task = Task as PatrolOrbitsTask);
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var followState = new FollowState(this);
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void Patrol() => patrolState.Task = Task as PatrolOrbitsTask;
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_rootState.AddTransition(patrolState, () => Task is PatrolOrbitsTask, Patrol);
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_rootState.AddTransition(followState, () => Task is FollowTask);
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Ship.VisibleEnemies.ObserveAdd().Where(_ => Ship.Target.Value.IsNone).Subscribe(add => Ship.SetTarget(add.Value));
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// A Task change switches the substate in one update, from wherever the pilot is in the old task. includeChildren
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// reaches the sub-states (MoveToOrbit) that Update actually sits in.
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patrolState.AddTransition(followState, () => Task is FollowTask, null, true, _rootState);
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followState.AddTransition(patrolState, () => Task is PatrolOrbitsTask, Patrol, true, _rootState);
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patrolState.AddTransition(_rootState, () => !(Task is PatrolOrbitsTask), null, true, _rootState);
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followState.AddTransition(_rootState, () => !(Task is FollowTask), null, true, _rootState);
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var combatState = new CombatState(this);
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_rootState.AddTransition(combatState,
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() => Ship.Target.Value.Entity != null, null, true, _rootState);
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combatState.AddTransition(_rootState,
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() => Ship.Target.Value.Entity == null, null, true, _rootState);
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}
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}
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}
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@ -11,6 +11,7 @@ public class CombatState : BaseState
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{
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private const int DPS_SAMPLE_COUNT = 32;
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private float _optimumRange;
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public float OptimumRange => _optimumRange;
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private readonly List<(int index, float dps)> _availableGroups = new List<(int index, float dps)>();
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private readonly List<LockWeapon> _availableLockingWeapons = new List<LockWeapon>();
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@ -118,7 +119,7 @@ public class CombatState : BaseState
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// fires at, and "the target is designated" for a fused one.
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foreach (var weapon in _agent.Ship.WeaponGroups[selectedGroup].weapons)
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{
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if (FireControl.AgentFires(weapon, _agent.Ship, target))
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if (FireControl.AgentFires(weapon, _agent.Ship, target, _agent.Doctrine.MinHitProbability))
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weapon.Activate();
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else if (weapon.Firing)
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weapon.Deactivate();
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@ -156,7 +157,7 @@ public class CombatState : BaseState
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}
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// Multiply by range raised to a (sublinear) exponent to bias DPS preference towards longer ranges
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dps *= pow(range, _agent.Settings.AgentRangeExponent);
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dps *= pow(range, _agent.Doctrine.RangeExponent);
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if (dps > optimumDPS)
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{
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26
Assets/Scripts/ServerShared/Agents/States/Follow.cs
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26
Assets/Scripts/ServerShared/Agents/States/Follow.cs
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@ -0,0 +1,26 @@
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using CultMath;
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using static CultMath.math;
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using float2 = CultMath.float2;
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// Hold a standoff from the anchor: match its velocity, and close or open the gap in proportion to the error.
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public class FollowState : BaseState
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{
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public FollowState(Agent agent) : base(agent) { }
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public override void Update(float delta)
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{
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var task = _agent.Task as FollowTask;
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if (task?.Anchor == null) return;
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var toAnchor = task.Anchor.Position.xz - _agent.Ship.Position.xz;
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var distance = length(toAnchor);
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var direction = distance > 0 ? toAnchor / distance : _agent.Ship.Direction;
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// Positive error: too far, close. Negative: too near, open.
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var error = distance - task.Standoff;
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var pull = direction * (float) sign(error) * saturate(abs(error) / max(task.Standoff, 1f));
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var desired = task.Anchor.Velocity + pull * _agent.TopSpeed;
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_agent.Ship.Aim = float3(direction.x, 0, direction.y);
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_agent.Accelerate(desired);
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}
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}
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2
Assets/Scripts/ServerShared/Agents/States/Follow.cs.meta
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2
Assets/Scripts/ServerShared/Agents/States/Follow.cs.meta
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fileFormatVersion: 2
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guid: 5cf86244ca6648a99f304b061b66348a
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@ -29,6 +29,7 @@ public enum TaskType
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Tow,
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Defend,
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Attack,
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Explore
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Explore,
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Follow
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}
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11
Assets/Scripts/ServerShared/Agents/Tasks/FollowTask.cs
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11
Assets/Scripts/ServerShared/Agents/Tasks/FollowTask.cs
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using System;
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using MessagePack;
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// Keep station on an entity at a standoff: the flight hailing a track holds its members here (Flight.cs).
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// Runtime only, like every agent task.
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public class FollowTask : AgentTask
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{
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[IgnoreMember] public Entity Anchor;
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[IgnoreMember] public float Standoff;
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[IgnoreMember] public override TaskType Type => TaskType.Follow;
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}
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fileFormatVersion: 2
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guid: 6bab02326ff64e29ad2b81f0fc1483b5
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@ -80,7 +80,7 @@ public class TurretController : Behavior, IInitializableBehavior
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{
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// The same per-weapon decision Combat.cs makes; the range test is part of it (a shot out of range
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// is not designated and prices at zero).
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if (FireControl.AgentFires(x, Entity, target))
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if (FireControl.AgentFires(x, Entity, target, Entity.ItemManager.GameplaySettings.AgentMinHitProbability))
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{
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x.Activate();
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}
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@ -57,6 +57,12 @@ public class Faction
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[Inspectable, JsonProperty("bossMusic"), Key(15)]
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public uint BossMusic;
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// Key 16 is reserved for Relations (operator ruling faction-relations-field).
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// The faction's rules of engagement; null fights as FactionDoctrine.Default.
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[Inspectable, JsonProperty("doctrine"), Key(17)]
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public FactionDoctrine Doctrine;
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}
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[CultDocument("aetheria.namefile", "1"), Inspectable, MessagePackObject]
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74
Assets/Scripts/ServerShared/Doctrine.cs
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74
Assets/Scripts/ServerShared/Doctrine.cs
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using GameCult.Caching;
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using MessagePack;
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using Newtonsoft.Json;
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// What lets a flight open fire. The flight reads it per track; nothing else does.
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public enum EngageOn
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{
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// Any hostile the flight's members can see.
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Detection,
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// A hostile whose gear one member has resolved (EntityInfoGathered at or past TargetGearInfoThreshold).
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Identified,
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// Only a hostile that a member holds a hostile IFF override on (a grudge).
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Provoked,
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// A hostile whose presence this faction's zone does not permit.
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Trespass,
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// Never, not even for a grudge.
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Never
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}
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// A faction's rules of engagement (operator ruling faction-doctrine-typed): flight-level fields plus one RoleDoctrine
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// per role. Keys 5-8 are reserved for faction-play-2, keys 9-10 for faction-play-3. A faction with no doctrine gets
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// Default, which fights as the agents did before doctrine existed.
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class FactionDoctrine
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{
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[Inspectable, JsonProperty("engageOn"), Key(0)]
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public EngageOn EngageOn;
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// Seconds between a flight hailing a track and opening fire on it. Zero fires at once, with no hail.
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[Inspectable, JsonProperty("grace"), Key(1)]
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public float Grace;
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[Inspectable, JsonProperty("hail"), Key(2)]
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public string Hail;
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// A hailed track slower than this at the end of the grace counts as complying and is followed, not engaged.
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// Zero means nothing complies.
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[Inspectable, JsonProperty("complySpeed"), Key(3)]
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public float ComplySpeed;
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[Inspectable, JsonProperty("combatant"), Key(4)]
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public RoleDoctrine Combatant;
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public static FactionDoctrine Default(GameplaySettings settings) => new FactionDoctrine
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{
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EngageOn = EngageOn.Detection,
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Combatant = new RoleDoctrine
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{
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RangeExponent = settings.AgentRangeExponent,
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MinHitProbability = settings.AgentMinHitProbability
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}
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};
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}
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// How one role fights. Combatant is the only role so far.
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class RoleDoctrine
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{
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// Bias of the preferred engagement range towards longer ranges (CombatState's optimum range).
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[Inspectable, JsonProperty("rangeExponent"), Key(0)]
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public float RangeExponent;
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// A weapon fires only when its hit probability reaches this.
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[Inspectable, JsonProperty("minHitProbability"), Key(1)]
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public float MinHitProbability;
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// Distance a flight holds from a track it is hailing or following. Zero means 1.1 x the member's longest weapon range.
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[Inspectable, JsonProperty("holdStandoff"), Key(2)]
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public float HoldStandoff;
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||||
}
|
||||
2
Assets/Scripts/ServerShared/Doctrine.cs.meta
Normal file
2
Assets/Scripts/ServerShared/Doctrine.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3f9a1c5e7b2d4e68a0c4d1b9e7f25a31
|
||||
|
|
@ -814,6 +814,9 @@ public abstract class Entity
|
|||
else _iffOverrides.Remove(other);
|
||||
}
|
||||
|
||||
// The override this entity holds on another, or null when it holds none (the derived rule decides).
|
||||
public bool? IffOverride(Entity other) => _iffOverrides.TryGetValue(other, out var hostile) ? hostile : (bool?) null;
|
||||
|
||||
public bool IsHostileTo(Entity other, bool recursive = false)
|
||||
{
|
||||
// An override decides only the stance of the entity that holds it. The recursive=true calls
|
||||
|
|
|
|||
|
|
@ -101,12 +101,13 @@ public static class FireControl
|
|||
// target is designated, whatever the arc: the round is sent out of arc on purpose (Solve). An agent never
|
||||
// fires a fused weapon at nothing -- no target, or one it holds no valid data on, is no reason to fish -- and
|
||||
// never one Solve refuses: a refused weapon is not a weapon it can use.
|
||||
public static bool AgentFires(Weapon weapon, Entity shooter, Entity target)
|
||||
// The hit-probability threshold is the shooter's doctrine (RoleDoctrine.MinHitProbability), or the turret's global.
|
||||
public static bool AgentFires(Weapon weapon, Entity shooter, Entity target, float minHitProbability)
|
||||
{
|
||||
// A mine layer lays only at a designated target in range, never at nothing and never on a hit probability.
|
||||
if (IsMineLayer(weapon)) return Solve(weapon, weapon.Item, shooter, target).Designated;
|
||||
if (FuseOf(weapon.Item, out _) == null)
|
||||
return HitProbability(weapon, shooter, target) >= shooter.ItemManager.GameplaySettings.AgentMinHitProbability;
|
||||
return HitProbability(weapon, shooter, target) >= minHitProbability;
|
||||
var solution = Solve(weapon, weapon.Item, shooter, target);
|
||||
return solution.Designated && solution.Outcome != FireOutcome.Refused;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -38,6 +38,11 @@ public class Zone
|
|||
private ItemManager _itemManager;
|
||||
private double _time;
|
||||
public List<Agent> Agents = new List<Agent>();
|
||||
// One flight per faction, created on its first piloted join; unaffiliated ships share Unaffiliated. A flight owns
|
||||
// what its members target and do (Agents/Flight.cs).
|
||||
private static readonly Faction Unaffiliated = new Faction();
|
||||
private readonly Dictionary<Faction, Flight> _flights = new Dictionary<Faction, Flight>();
|
||||
public IEnumerable<Flight> Flights => _flights.Values;
|
||||
|
||||
// Cut 2 (docs/mining-cut.md): chunk wear, keyed by chunk. Zone.Wear is the only writer; ChunkExists and
|
||||
// ChunkRadius are the only readers besides the pack/unpack round trip below.
|
||||
|
|
@ -106,6 +111,16 @@ public class Zone
|
|||
// ObserveAdd fires for all of them. Forbidden writer: no presentation may remove an entity from Zone.
|
||||
Entities.ObserveAdd().Subscribe(add => add.Value.Death.Subscribe(_ => { Entities.Remove(add.Value); add.Value.Deactivate(); }));
|
||||
|
||||
// Leaving Entities, by death, docking or a transfer, is leaving the zone's pilots: the agent and its flight
|
||||
// membership go with the ship, so nothing keeps flying a hull that is not here.
|
||||
Entities.ObserveRemove().Subscribe(remove =>
|
||||
{
|
||||
var agent = Agents.FirstOrDefault(a => a.Ship == remove.Value);
|
||||
if (agent == null) return;
|
||||
Agents.Remove(agent);
|
||||
foreach (var flight in _flights.Values) flight.Leave(agent);
|
||||
});
|
||||
|
||||
Targets.Add(new EntityTargets());
|
||||
|
||||
foreach (var orbit in pack.Orbits)
|
||||
|
|
@ -173,10 +188,13 @@ public class Zone
|
|||
|
||||
private Agent CreateAgent(Ship ship)
|
||||
{
|
||||
var agent = new Minion(ship);
|
||||
var key = ship.Faction ?? Unaffiliated;
|
||||
if (!_flights.TryGetValue(key, out var flight))
|
||||
_flights[key] = flight = new Flight(ship.Faction?.Doctrine, _itemManager.GameplaySettings);
|
||||
var agent = new Minion(ship, flight.Combatant);
|
||||
var task = new PatrolOrbitsTask();
|
||||
task.Circuit = Orbits.OrderBy(_ => _itemManager.Random.NextFloat()).Take(4).Select(x => x.Key).ToArray();
|
||||
agent.Task = task;
|
||||
flight.Join(agent, task);
|
||||
return agent;
|
||||
}
|
||||
|
||||
|
|
@ -218,7 +236,8 @@ public class Zone
|
|||
orbit.Value.Velocity = (orbit.Value.Position - orbit.Value.PreviousPosition) / deltaTime;
|
||||
}
|
||||
|
||||
foreach(var agent in Agents)
|
||||
foreach (var flight in _flights.Values) flight.Update(deltaTime);
|
||||
foreach(var agent in Agents.ToArray())
|
||||
agent.Update(deltaTime);
|
||||
|
||||
foreach (var entity in Entities.ToArray()) entity.Update(deltaTime);
|
||||
|
|
|
|||
|
|
@ -273,7 +273,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
var r = Build(SideThenForward);
|
||||
var group = r.Shooter.WeaponGroups.Single(g => g.weapons.Count == 2).weapons;
|
||||
Assert.True(ReferenceEquals(group[0], r.Guns[0].Weapon), "fixture: the side mount leads the group");
|
||||
r.Zone.Agents.Add(new Minion(r.Shooter));
|
||||
r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
|
||||
|
||||
r.Zone.Update(1f);
|
||||
r.Zone.Update(1f);
|
||||
|
|
@ -288,7 +288,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
public void CombatFiresAFusedWeaponAtADesignatedTargetOutOfArc()
|
||||
{
|
||||
var r = Build(SideThenForward, fuse: WeaponFuse.Proximity, blast: 4f);
|
||||
r.Zone.Agents.Add(new Minion(r.Shooter));
|
||||
r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
|
||||
|
||||
r.Zone.Update(1f);
|
||||
r.Zone.Update(1f);
|
||||
|
|
@ -328,7 +328,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
if (reason == Withheld.NoTarget) target = null;
|
||||
if (reason == Withheld.NotVisible) r.Shooter.VisibleEntities.Remove(r.Target);
|
||||
|
||||
Assert.False(FireControl.AgentFires(r.Gun.Weapon, r.Shooter, target));
|
||||
Assert.False(FireControl.AgentFires(r.Gun.Weapon, r.Shooter, target, r.Shooter.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -337,7 +337,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
// Accuracy 0 prices every direct hit at zero; the fused weapon is unmoved.
|
||||
var r = Build(SideMount, fuse: WeaponFuse.Proximity, blast: 4f, accuracy: 0f);
|
||||
|
||||
Assert.True(FireControl.AgentFires(r.Gun.Weapon, r.Shooter, r.Target));
|
||||
Assert.True(FireControl.AgentFires(r.Gun.Weapon, r.Shooter, r.Target, r.Shooter.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
}
|
||||
|
||||
// A weapon that fires at what it hits keeps the AgentMinHitProbability threshold, per weapon.
|
||||
|
|
@ -351,7 +351,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
var p = FireControl.HitProbability(r.Gun.Weapon, r.Shooter, r.Target);
|
||||
Assert.True(p > .3f && p < .7f, $"fixture: the shot must price near the accuracy, priced {p}");
|
||||
|
||||
Assert.Equal(fires, FireControl.AgentFires(r.Gun.Weapon, r.Shooter, r.Target));
|
||||
Assert.Equal(fires, FireControl.AgentFires(r.Gun.Weapon, r.Shooter, r.Target, r.Shooter.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
}
|
||||
|
||||
// ==== Ruling 2: the HUD forecast is Fire's own decision ====
|
||||
|
|
@ -566,7 +566,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
{
|
||||
var r = Build(fuse: WeaponFuse.Proximity, blast: 30f, range: range, targetRange: 20f);
|
||||
|
||||
Assert.Equal(fires, FireControl.AgentFires(r.Gun.Weapon, r.Shooter, r.Target));
|
||||
Assert.Equal(fires, FireControl.AgentFires(r.Gun.Weapon, r.Shooter, r.Target, r.Shooter.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
}
|
||||
|
||||
// Combat's group pick counts only weapons that can fire: the refused gun's group out-damages the decoy's, so a
|
||||
|
|
@ -577,7 +577,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
{
|
||||
var r = Build(fuse: WeaponFuse.Proximity, blast: 30f, range: 29.5f, targetRange: 20f, decoy: true);
|
||||
Assert.True(r.Gun.Weapon.RangeDamagePerSecond(20f) > r.Decoy.Weapon.RangeDamagePerSecond(20f), "fixture: the refused gun is the stronger group");
|
||||
r.Zone.Agents.Add(new Minion(r.Shooter));
|
||||
r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
|
||||
|
||||
r.Zone.Update(1f);
|
||||
r.Zone.Update(1f);
|
||||
|
|
@ -594,7 +594,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
{
|
||||
var r = Build(range: 10f, targetRange: 20f, decoy: true);
|
||||
Assert.True(r.Gun.Weapon.RangeDamagePerSecond(20f) > r.Decoy.Weapon.RangeDamagePerSecond(20f), "fixture: the short gun is the stronger group");
|
||||
r.Zone.Agents.Add(new Minion(r.Shooter));
|
||||
r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
|
||||
|
||||
r.Zone.Update(1f);
|
||||
r.Zone.Update(1f);
|
||||
|
|
@ -611,7 +611,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
var r = Build(range: 60f, targetRange: 60f);
|
||||
// The agent is driven directly, not through the zone, so the shooter stays exactly at max range: the first
|
||||
// update leaves the root state for combat, the second is combat deciding.
|
||||
var agent = new Minion(r.Shooter);
|
||||
var agent = new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant);
|
||||
agent.Update(.01f);
|
||||
agent.Update(.01f);
|
||||
|
||||
|
|
@ -630,8 +630,33 @@ public sealed class FireControlPerWeaponTests : IDisposable
|
|||
var atThreshold = Build(accuracy: .5f, minHit: price);
|
||||
var overThreshold = Build(accuracy: .5f, minHit: MathF.BitIncrement(price));
|
||||
|
||||
Assert.True(FireControl.AgentFires(atThreshold.Gun.Weapon, atThreshold.Shooter, atThreshold.Target));
|
||||
Assert.False(FireControl.AgentFires(overThreshold.Gun.Weapon, overThreshold.Shooter, overThreshold.Target));
|
||||
Assert.True(FireControl.AgentFires(atThreshold.Gun.Weapon, atThreshold.Shooter, atThreshold.Target, atThreshold.Shooter.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
Assert.False(FireControl.AgentFires(overThreshold.Gun.Weapon, overThreshold.Shooter, overThreshold.Target, overThreshold.Shooter.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
}
|
||||
|
||||
// The threshold is the doctrine's, passed in: the settings global (zero here) decides nothing for a pilot. Kills: a
|
||||
// reintroduced read of AgentMinHitProbability inside AgentFires.
|
||||
[Fact]
|
||||
public void TheDoctrinesThresholdDecidesFire()
|
||||
{
|
||||
var r = Build(accuracy: .5f, minHit: 0f);
|
||||
var price = FireControl.HitProbability(r.Gun.Weapon, r.Shooter, r.Target);
|
||||
Assert.True(price > 0f);
|
||||
|
||||
Assert.True(FireControl.AgentFires(r.Gun.Weapon, r.Shooter, r.Target, price));
|
||||
Assert.False(FireControl.AgentFires(r.Gun.Weapon, r.Shooter, r.Target, MathF.BitIncrement(price)));
|
||||
}
|
||||
|
||||
// A long and a short weapon: the exponent biases the preferred range outward. Kills: the optimum read from the
|
||||
// settings global instead of the member's RoleDoctrine.
|
||||
[Fact]
|
||||
public void TheDoctrinesExponentMovesTheOptimumRange()
|
||||
{
|
||||
var r = Build(range: 400f, decoy: true);
|
||||
float Optimum(float exponent) =>
|
||||
new CombatState(new Minion(r.Shooter, new RoleDoctrine { RangeExponent = exponent, MinHitProbability = .2f })).OptimumRange;
|
||||
|
||||
Assert.True(Optimum(0f) < Optimum(1f));
|
||||
}
|
||||
|
||||
// A round refused on a Range that fell between the trigger and the round is still free: the burst is paid
|
||||
|
|
|
|||
|
|
@ -211,7 +211,7 @@ public sealed class FireControlTests : IDisposable
|
|||
// decision at all (Cut 1's regression), not AgentMinHitProbability tuning -- zero the threshold so an
|
||||
// unaided shot still counts as "worth it."
|
||||
items.GameplaySettings.AgentMinHitProbability = 0f;
|
||||
zone.Agents.Add(new Minion(shooter));
|
||||
zone.Agents.Add(new Minion(shooter, FactionDoctrine.Default(shooter.ItemManager.GameplaySettings).Combatant));
|
||||
return (shooter, target, zone);
|
||||
}
|
||||
|
||||
|
|
|
|||
332
tests/Aetheria.Shared.Tests/FlightTests.cs
Normal file
332
tests/Aetheria.Shared.Tests/FlightTests.cs
Normal file
|
|
@ -0,0 +1,332 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using CultMath;
|
||||
using GameCult.Caching;
|
||||
using UniRx;
|
||||
using Xunit;
|
||||
|
||||
// The flight (Agents/Flight.cs) is the only writer of its members' Target and Task. These tests drive it on the
|
||||
// IffAndCombatTests world. Perception is the sensors' output (VisibleEnemies, EntityInfoGathered), which
|
||||
// IffAndCombatTests covers separately, so the tests set it directly; a grudge is a real IFF override.
|
||||
public sealed class FlightTests : IDisposable
|
||||
{
|
||||
private readonly IffAndCombatTests _world = new IffAndCombatTests();
|
||||
private readonly ItemManager _items;
|
||||
private readonly Zone _zone;
|
||||
|
||||
public FlightTests() => (_items, _zone) = _world.BuildWorld();
|
||||
|
||||
public void Dispose() => _world.Dispose();
|
||||
|
||||
private static readonly Faction Hostile = new Faction { Name = "Hostile" };
|
||||
|
||||
private static Faction WithDoctrine(EngageOn on, float grace = 0, string hail = null, float comply = 0) => new Faction
|
||||
{
|
||||
Name = "Escort",
|
||||
Doctrine = new FactionDoctrine
|
||||
{
|
||||
EngageOn = on, Grace = grace, Hail = hail, ComplySpeed = comply,
|
||||
Combatant = new RoleDoctrine { RangeExponent = .25f, MinHitProbability = .2f }
|
||||
}
|
||||
};
|
||||
|
||||
private Ship Pilot(Faction faction, float x = 0)
|
||||
{
|
||||
var ship = _world.NewShip(_items, _zone, faction, piloted: true);
|
||||
ship.Position = new float3(x, 0, 0);
|
||||
return ship;
|
||||
}
|
||||
|
||||
private Ship Track(float x = 100)
|
||||
{
|
||||
var track = _world.NewShip(_items, _zone, Hostile);
|
||||
track.Position = new float3(x, 0, 0);
|
||||
return track;
|
||||
}
|
||||
|
||||
private static void See(Ship member, Entity track)
|
||||
{
|
||||
member.EntityInfoGathered[track] = 1;
|
||||
member.VisibleEnemies.Add(track);
|
||||
}
|
||||
|
||||
private void Tick(float dt)
|
||||
{
|
||||
foreach (var flight in _zone.Flights.ToArray()) flight.Update(dt);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ADefaultDoctrineEngagesTheVisibleEnemyAsMinionDid()
|
||||
{
|
||||
var member = Pilot(new Faction { Name = "Plain" });
|
||||
var track = Track();
|
||||
See(member, track);
|
||||
|
||||
Tick(.1f);
|
||||
Assert.Same(track, member.Target.Value.Entity);
|
||||
|
||||
member.VisibleEnemies.Remove(track);
|
||||
Tick(.1f);
|
||||
Assert.True(member.Target.Value.IsNone);
|
||||
Assert.IsType<PatrolOrbitsTask>(_zone.Agents.Single().Task);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void OnlyTheFlightWritesTheTarget()
|
||||
{
|
||||
var member = Pilot(new Faction { Name = "Plain" });
|
||||
See(member, Track());
|
||||
|
||||
Assert.True(member.Target.Value.IsNone);
|
||||
Tick(.1f);
|
||||
Assert.False(member.Target.Value.IsNone);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IdentifiedWaitsForTheGearTier()
|
||||
{
|
||||
_items.GameplaySettings.TargetGearInfoThreshold = .8f;
|
||||
var faction = WithDoctrine(EngageOn.Identified);
|
||||
var a = Pilot(faction);
|
||||
var b = Pilot(faction, 10);
|
||||
var track = Track();
|
||||
See(a, track);
|
||||
See(b, track);
|
||||
a.EntityInfoGathered[track] = .7f;
|
||||
b.EntityInfoGathered[track] = .7f;
|
||||
|
||||
Tick(.1f);
|
||||
Assert.True(a.Target.Value.IsNone);
|
||||
Assert.True(b.Target.Value.IsNone);
|
||||
|
||||
b.EntityInfoGathered[track] = .9f;
|
||||
Tick(.1f);
|
||||
Assert.Same(track, a.Target.Value.Entity);
|
||||
Assert.Same(track, b.Target.Value.Entity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ProvokedEngagesOnlyTheGrudgedTrack()
|
||||
{
|
||||
var member = Pilot(WithDoctrine(EngageOn.Provoked));
|
||||
var calm = Track(80);
|
||||
var grudged = Track(120);
|
||||
See(member, calm);
|
||||
See(member, grudged);
|
||||
member.SetIff(grudged, true);
|
||||
|
||||
Tick(.1f);
|
||||
|
||||
Assert.Same(grudged, member.Target.Value.Entity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NeverIgnoresEvenAGrudge()
|
||||
{
|
||||
var member = Pilot(WithDoctrine(EngageOn.Never));
|
||||
var track = Track();
|
||||
See(member, track);
|
||||
member.SetIff(track, true);
|
||||
|
||||
Tick(.1f);
|
||||
|
||||
Assert.True(member.Target.Value.IsNone);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GraceHailsOnceFromTheNearestThenEngages()
|
||||
{
|
||||
var faction = WithDoctrine(EngageOn.Detection, grace: 5, hail: "Hold.");
|
||||
var near = Pilot(faction, 90);
|
||||
var far = Pilot(faction, 0);
|
||||
var track = Track(100);
|
||||
See(near, track);
|
||||
See(far, track);
|
||||
|
||||
Tick(.1f);
|
||||
|
||||
Assert.True(near.Messages.ContainsKey("Hold."));
|
||||
Assert.False(far.Messages.ContainsKey("Hold."));
|
||||
Assert.True(near.Target.Value.IsNone && far.Target.Value.IsNone);
|
||||
Assert.All(_zone.Agents, a => Assert.IsType<FollowTask>(a.Task));
|
||||
|
||||
Tick(4.8f);
|
||||
Assert.True(near.Target.Value.IsNone && far.Target.Value.IsNone);
|
||||
|
||||
Tick(.4f);
|
||||
Assert.Same(track, near.Target.Value.Entity);
|
||||
Assert.Same(track, far.Target.Value.Entity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ASlowTrackComplies()
|
||||
{
|
||||
var faction = WithDoctrine(EngageOn.Detection, grace: 5, hail: "Hold.", comply: 10);
|
||||
var member = Pilot(faction);
|
||||
var track = Track();
|
||||
See(member, track);
|
||||
|
||||
Tick(.1f);
|
||||
Tick(5.1f);
|
||||
Assert.True(member.Target.Value.IsNone);
|
||||
Assert.IsType<FollowTask>(_zone.Agents.Single().Task);
|
||||
|
||||
member.Messages.Clear();
|
||||
track.Velocity = new float2(20, 0);
|
||||
Tick(.1f);
|
||||
Assert.Same(track, member.Target.Value.Entity);
|
||||
Assert.Empty(member.Messages);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AGrudgeSkipsTheGrace()
|
||||
{
|
||||
var member = Pilot(WithDoctrine(EngageOn.Detection, grace: 5, hail: "Hold."));
|
||||
var track = Track();
|
||||
See(member, track);
|
||||
|
||||
Tick(.1f);
|
||||
Assert.True(member.Target.Value.IsNone);
|
||||
|
||||
member.SetIff(track, true);
|
||||
Tick(.1f);
|
||||
Assert.Same(track, member.Target.Value.Entity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FollowClosesWhenFarAndOpensWhenNear()
|
||||
{
|
||||
var far = Pilot(null);
|
||||
var near = Pilot(null);
|
||||
var anchor = Track();
|
||||
|
||||
float TurnAfterFollowing(Ship ship, float3 anchorAt)
|
||||
{
|
||||
anchor.Position = anchorAt;
|
||||
var minion = new Minion(ship, FactionDoctrine.Default(_items.GameplaySettings).Combatant)
|
||||
{ Task = new FollowTask { Anchor = anchor, Standoff = 100 } };
|
||||
minion.Update(.1f);
|
||||
minion.Update(.1f);
|
||||
return ship.Turn;
|
||||
}
|
||||
|
||||
// The hull faces +z. Anchor 300 ahead: the desired velocity is dead ahead, no turn. Anchor 20 ahead: inside the
|
||||
// standoff, the desired velocity is astern, and the pilot turns to it.
|
||||
Assert.Equal(0, TurnAfterFollowing(far, new float3(0, 0, 300)), 3);
|
||||
Assert.NotEqual(0, TurnAfterFollowing(near, new float3(0, 0, 20)), 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ATaskChangeLeavesThePatrolSubstate()
|
||||
{
|
||||
var ship = Pilot(null);
|
||||
var anchor = Track();
|
||||
var minion = new Minion(ship, FactionDoctrine.Default(_items.GameplaySettings).Combatant)
|
||||
{ Task = new PatrolOrbitsTask { Circuit = new CultRecordKey[1] } };
|
||||
for (var i = 0; i < 4; i++) minion.Update(.1f);
|
||||
Assert.IsType<MoveToOrbitState>(CurrentState(minion));
|
||||
|
||||
minion.Task = new FollowTask { Anchor = anchor, Standoff = 50 };
|
||||
minion.Update(.1f);
|
||||
|
||||
Assert.IsType<FollowState>(CurrentState(minion));
|
||||
}
|
||||
|
||||
private static BaseState CurrentState(Agent agent) =>
|
||||
(BaseState) typeof(Agent).GetField("_currentState", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(agent);
|
||||
|
||||
[Fact]
|
||||
public void RemovalTakesTheAgentAndTheFlightMember()
|
||||
{
|
||||
var faction = new Faction { Name = "Plain" };
|
||||
var dies = Pilot(faction);
|
||||
var leaves = Pilot(faction, 10);
|
||||
var stays = Pilot(faction, 20);
|
||||
var player = _world.NewShip(_items, _zone, faction, isPlayerShip: true);
|
||||
var flight = _zone.Flights.Single();
|
||||
Assert.Equal(3, flight.Count);
|
||||
|
||||
dies.Hull.Durability = 0;
|
||||
dies.HullDamage.OnNext(1f);
|
||||
_zone.Entities.Remove(leaves);
|
||||
|
||||
Assert.Equal(new[] { stays }, _zone.Agents.Select(a => a.Ship));
|
||||
Assert.Equal(1, flight.Count);
|
||||
Assert.DoesNotContain(_zone.Agents, a => a.Ship == player);
|
||||
}
|
||||
|
||||
private static string TempCatalog() => Path.Combine(Path.GetTempPath(), "aetheria-doctrine-" + Guid.NewGuid().ToString("N") + ".cc");
|
||||
|
||||
[Fact]
|
||||
public void TheDoctrineRoundTrips()
|
||||
{
|
||||
var path = TempCatalog();
|
||||
try
|
||||
{
|
||||
using (var cache = AetheriaStores.Open(path, catalogWritable: true))
|
||||
{
|
||||
cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
|
||||
cache.Upsert(new Faction
|
||||
{
|
||||
Name = "Armed",
|
||||
Doctrine = new FactionDoctrine
|
||||
{
|
||||
EngageOn = EngageOn.Trespass, Grace = 6, Hail = "Hold.", ComplySpeed = 10,
|
||||
Combatant = new RoleDoctrine { RangeExponent = .05f, MinHitProbability = .15f, HoldStandoff = 40 }
|
||||
}
|
||||
});
|
||||
cache.Upsert(new Faction { Name = "Bare" });
|
||||
cache.FlushAsync().Wait();
|
||||
}
|
||||
|
||||
using (var cache = AetheriaStores.Open(path))
|
||||
{
|
||||
var armed = cache.GetAll<Faction>().Single(f => f.Name == "Armed").Doctrine;
|
||||
Assert.Equal(EngageOn.Trespass, armed.EngageOn);
|
||||
Assert.Equal(6f, armed.Grace);
|
||||
Assert.Equal("Hold.", armed.Hail);
|
||||
Assert.Equal(10f, armed.ComplySpeed);
|
||||
Assert.Equal(.05f, armed.Combatant.RangeExponent);
|
||||
Assert.Equal(.15f, armed.Combatant.MinHitProbability);
|
||||
Assert.Equal(40f, armed.Combatant.HoldStandoff);
|
||||
Assert.Null(cache.GetAll<Faction>().Single(f => f.Name == "Bare").Doctrine);
|
||||
}
|
||||
}
|
||||
finally { File.Delete(path); }
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TheCatalogCommandNamesAMissingFaction()
|
||||
{
|
||||
var path = TempCatalog();
|
||||
try
|
||||
{
|
||||
using (var cache = AetheriaStores.Open(path, catalogWritable: true))
|
||||
{
|
||||
cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
|
||||
foreach (var name in new[] { "Zhestokost", "Lucent Media", "Aeronautics Unlimited" }) cache.Upsert(new Faction { Name = name });
|
||||
cache.FlushAsync().Wait();
|
||||
}
|
||||
|
||||
var output = new StringWriter();
|
||||
using (var cache = AetheriaStores.Open(path, catalogWritable: true))
|
||||
{
|
||||
DoctrineCatalog.Run(cache, apply: true, output);
|
||||
cache.FlushAsync().Wait();
|
||||
}
|
||||
|
||||
Assert.Contains("Pirates: no Faction record, doctrine not written", output.ToString());
|
||||
using (var cache = AetheriaStores.Open(path, catalogWritable: true))
|
||||
{
|
||||
Assert.All(cache.GetAll<Faction>(), f => Assert.NotNull(f.Doctrine));
|
||||
Assert.Equal(EngageOn.Trespass, cache.GetAll<Faction>().Single(f => f.Name == "Zhestokost").Doctrine.EngageOn);
|
||||
cache.Upsert(new Faction { Name = "Pirates" });
|
||||
DoctrineCatalog.Run(cache, apply: true, new StringWriter());
|
||||
Assert.Equal(8f, cache.GetAll<Faction>().Single(f => f.Name == "Pirates").Doctrine.Grace);
|
||||
}
|
||||
}
|
||||
finally { File.Delete(path); }
|
||||
}
|
||||
}
|
||||
|
|
@ -48,7 +48,7 @@ public sealed class IffAndCombatTests : IDisposable
|
|||
// A world with one empty zone (no faction/security machinery engaged: GalaxyZone.Owner is null and
|
||||
// every test ship is non-player, so PresencePermitted stays at its default true and derived hostility
|
||||
// between non-owner factions is always false). Individual tests layer overrides/factions on top.
|
||||
private (ItemManager items, Zone zone) BuildWorld()
|
||||
internal (ItemManager items, Zone zone) BuildWorld()
|
||||
{
|
||||
_openCache = AetheriaStores.Open(Catalog, catalogWritable: true);
|
||||
var ledger = new ProvenanceLedger();
|
||||
|
|
@ -69,7 +69,7 @@ public sealed class IffAndCombatTests : IDisposable
|
|||
TargetDetectionInfoThreshold = .5f
|
||||
};
|
||||
|
||||
private Ship NewShip(ItemManager items, Zone zone, Faction faction = null, bool isPlayerShip = false, bool equipGun = false)
|
||||
internal Ship NewShip(ItemManager items, Zone zone, Faction faction = null, bool isPlayerShip = false, bool equipGun = false, bool piloted = false)
|
||||
{
|
||||
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Skiff"));
|
||||
var hull = new EquippableItem { Data = hullRef, Durability = 1, Lot = 1 };
|
||||
|
|
@ -82,14 +82,19 @@ public sealed class IffAndCombatTests : IDisposable
|
|||
Assert.True(ship.TryEquip(gun, HardpointCell));
|
||||
}
|
||||
|
||||
zone.Entities.Add(ship);
|
||||
ship.Activate();
|
||||
// A piloted ship joins as every piloted admission does (Zone.Admit), and so gets its agent and its flight.
|
||||
if (piloted) zone.Admit(ship, true);
|
||||
else
|
||||
{
|
||||
zone.Entities.Add(ship);
|
||||
ship.Activate();
|
||||
}
|
||||
return ship;
|
||||
}
|
||||
|
||||
// Marks entity `observer` as having detected `target`, the same way Sensor ramps EntityInfoGathered
|
||||
// past TargetDetectionInfoThreshold in the real game.
|
||||
private static void Detect(Entity observer, Entity target) => observer.EntityInfoGathered[target] = 1;
|
||||
internal static void Detect(Entity observer, Entity target) => observer.EntityInfoGathered[target] = 1;
|
||||
|
||||
[Fact]
|
||||
public void OverrideDecidesOutrightOverDerivedRule()
|
||||
|
|
|
|||
|
|
@ -623,9 +623,9 @@ public sealed class MineTests : IDisposable
|
|||
}
|
||||
lab.Zone.Update(1f);
|
||||
|
||||
Assert.False(FireControl.AgentFires(lab.Weapon, lab.Layer, null));
|
||||
Assert.False(FireControl.AgentFires(lab.Weapon, lab.Layer, far));
|
||||
Assert.True(FireControl.AgentFires(lab.Weapon, lab.Layer, near));
|
||||
Assert.False(FireControl.AgentFires(lab.Weapon, lab.Layer, null, lab.Layer.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
Assert.False(FireControl.AgentFires(lab.Weapon, lab.Layer, far, lab.Layer.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
Assert.True(FireControl.AgentFires(lab.Weapon, lab.Layer, near, lab.Layer.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
Assert.False(FireControl.Refuses(lab.Weapon, lab.Layer));
|
||||
}
|
||||
|
||||
|
|
@ -667,7 +667,7 @@ public sealed class MineTests : IDisposable
|
|||
lab.Zone.Update(1f);
|
||||
|
||||
Assert.False(FireControl.Refuses(lab.Weapon, lab.Layer));
|
||||
Assert.True(FireControl.AgentFires(lab.Weapon, lab.Layer, near));
|
||||
Assert.True(FireControl.AgentFires(lab.Weapon, lab.Layer, near, lab.Layer.ItemManager.GameplaySettings.AgentMinHitProbability));
|
||||
var mine = LayOne(lab);
|
||||
Assert.Equal(150f, mine.BlastRadius);
|
||||
}
|
||||
|
|
|
|||
69
tools/AetherDb/DoctrineCatalog.cs
Normal file
69
tools/AetherDb/DoctrineCatalog.cs
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using GameCult.Caching;
|
||||
|
||||
// Authors the starting FactionDoctrine of the four factions the demo cast uses (aetheria-release, faction-play-1).
|
||||
// Tuning is a starting point; the operator adjusts it after play. A faction with no Faction record is named, not
|
||||
// created: the Pirates' record is owed by follow-up pirates-catalog-record, and re-running apply writes them once it lands.
|
||||
public static class DoctrineCatalog
|
||||
{
|
||||
private static readonly (string faction, FactionDoctrine doctrine)[] Table =
|
||||
{
|
||||
("Zhestokost", new FactionDoctrine
|
||||
{
|
||||
EngageOn = EngageOn.Trespass, Grace = 6f, Hail = "Cut thrust and hold for inspection.", ComplySpeed = 10f,
|
||||
Combatant = new RoleDoctrine { RangeExponent = .05f, MinHitProbability = .05f }
|
||||
}),
|
||||
("Lucent Media", new FactionDoctrine
|
||||
{
|
||||
EngageOn = EngageOn.Detection, Grace = 2f, Hail = "You're live.",
|
||||
Combatant = new RoleDoctrine { RangeExponent = .25f, MinHitProbability = .3f }
|
||||
}),
|
||||
("Aeronautics Unlimited", new FactionDoctrine
|
||||
{
|
||||
EngageOn = EngageOn.Detection,
|
||||
Combatant = new RoleDoctrine { RangeExponent = .25f, MinHitProbability = .05f }
|
||||
}),
|
||||
("Pirates", new FactionDoctrine
|
||||
{
|
||||
EngageOn = EngageOn.Detection, Grace = 8f, Hail = "Drop your cargo and you can go.",
|
||||
Combatant = new RoleDoctrine { RangeExponent = .5f, MinHitProbability = .15f }
|
||||
}),
|
||||
};
|
||||
|
||||
// Dry run unless apply, as the other catalog commands. The cache must be writable for apply.
|
||||
public static int Run(CultCache cache, bool apply, TextWriter output)
|
||||
{
|
||||
var factions = cache.GetAll<Faction>().ToArray();
|
||||
var changed = new System.Collections.Generic.List<Faction>();
|
||||
foreach (var (name, doctrine) in Table)
|
||||
{
|
||||
var faction = factions.FirstOrDefault(f => string.Equals(f.Name, name, StringComparison.OrdinalIgnoreCase));
|
||||
if (faction == null)
|
||||
{
|
||||
output.WriteLine($"{name}: no Faction record, doctrine not written");
|
||||
continue;
|
||||
}
|
||||
|
||||
output.WriteLine($"{name}: engage on {doctrine.EngageOn}, grace {doctrine.Grace:0.##}s, hail \"{doctrine.Hail}\", " +
|
||||
$"comply {doctrine.ComplySpeed:0.##}, range exponent {doctrine.Combatant.RangeExponent:0.##}, " +
|
||||
$"min hit {doctrine.Combatant.MinHitProbability:0.##}");
|
||||
faction.Doctrine = doctrine;
|
||||
changed.Add(faction);
|
||||
}
|
||||
|
||||
if (!apply)
|
||||
{
|
||||
output.WriteLine("\nDry run. Pass \"apply\" to author them.");
|
||||
return 0;
|
||||
}
|
||||
|
||||
cache.Commit(batch =>
|
||||
{
|
||||
foreach (var faction in changed) batch.Upsert(typeof(Faction), faction, cache.RefOf(faction).Key);
|
||||
});
|
||||
output.WriteLine($"\nAuthored {changed.Count} doctrines in Aetheria.cc");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -38,8 +38,9 @@ public static class Program
|
|||
case "targeting-catalog-6d": return TargetingCatalog6d(args.Contains("apply"));
|
||||
case "ship-authoring": return ShipAuthoringCommands.Run(args.Skip(1).ToArray());
|
||||
case "field-kinds": return FieldKindsCatalog(args.Contains("apply"));
|
||||
case "doctrine-catalog": return DoctrineCatalog.Run(AetherDb.Open(catalogWritable: args.Contains("apply")).Cache, args.Contains("apply"), Console.Out);
|
||||
default:
|
||||
Console.WriteLine("commands: census, factions, station-fit, hardpoint-fit, loadout [seed], save, settings, settings-dump, dangling [clear <Type.Member>]... [apply], shield-migrate [apply], brownout-migrate [apply], roles-migrate [apply], firing-arc-migrate [apply], targeting-catalog [apply], targeting-catalog-6c [apply], targeting-catalog-6d [apply], ship-authoring create|inspect|validate|compose, field-kinds [apply]");
|
||||
Console.WriteLine("commands: census, factions, station-fit, hardpoint-fit, loadout [seed], save, settings, settings-dump, dangling [clear <Type.Member>]... [apply], shield-migrate [apply], brownout-migrate [apply], roles-migrate [apply], firing-arc-migrate [apply], targeting-catalog [apply], targeting-catalog-6c [apply], targeting-catalog-6d [apply], ship-authoring create|inspect|validate|compose, field-kinds [apply], doctrine-catalog [apply]");
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
|
@ -659,7 +660,7 @@ public static class Program
|
|||
{
|
||||
var db = AetherDb.Open();
|
||||
var products = db.Cache.GetAll<FactionProductData>().ToArray();
|
||||
Console.WriteLine($"{"faction",-26} {"short",-13} {"geonames",-22} {"boss hull",-14} {"influence",-9} products");
|
||||
Console.WriteLine($"{"faction",-26} {"short",-13} {"geonames",-22} {"boss hull",-14} {"influence",-9} {"doctrine",-10} products");
|
||||
var broken = 0;
|
||||
foreach (var faction in db.Cache.GetAll<Faction>().OrderBy(f => f.Name))
|
||||
{
|
||||
|
|
@ -669,7 +670,7 @@ public static class Program
|
|||
? "none"
|
||||
: db.Cache.Get(faction.BossHull)?.Name ?? "DANGLING";
|
||||
if (geonames == "UNSET" || boss == "DANGLING") broken++;
|
||||
Console.WriteLine($"{faction.Name,-26} {faction.ShortName,-13} {geonames,-22} {boss,-14} {faction.InfluenceDistance,-9} " +
|
||||
Console.WriteLine($"{faction.Name,-26} {faction.ShortName,-13} {geonames,-22} {boss,-14} {faction.InfluenceDistance,-9} {(faction.Doctrine == null ? "none" : faction.Doctrine.EngageOn.ToString()),-10} " +
|
||||
products.Count(p => p.Manufacturer.Key.Equals(key)));
|
||||
}
|
||||
Console.WriteLine($"\n{broken} factions carry a link that would break generation");
|
||||
|
|
|
|||
Loading…
Reference in a new issue